Talk:Iron Realms Entertainment

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Why the heck was "Iron Realms MMOs are among the most popular in the world" in Wikipedia? This fact is unverifiable and sounds like a plain advertisement/propaganda to me. It has been removed until sources can be found.


State your facts.
Q: Where did the "#2" statistic come from? Is the combat engine actually the most advanced in it's field?

A: The second rank statistic is most likely based off of Top MUD Sites. It would be difficult quantify what makes the combat engine the most advanced of any MUD or similar game, but you are welcome to examine its complexity on your own. An essay, written by the creator, explaining the theory behind the combat system has been reproduced here: Mechanics of Achaean Combat


Q: Do you have to pay to use games from Iron Realms Entertainment?

A: No, although you may pay to purchase a form of in-game currency that allows you to buy various upgrades/items.


Why is the neurality of this article being debated? These three elements are what draw many people to these games and Iron Realms is known around the MUD community for them. No one's saying Iron Realms is better than any other MUD developer. --Useless Fodder 20:11, 16 October 2005 (UTC)


Where does "1. Pioneering the pay-for-virtual-items trend in MMOGs back in 1997." come from?

BatMUD was selling virtual items in January 1996.

http://groups.google.com/group/rec.games.mud.lp/msg/1c1976d66bb4c802?&hl=en

Medievia was selling virtual items in April 1995.

http://groups.google.com/group/rec.games.mud.diku/msg/34ce0e23497fbf31?&hl=en

Dark Castle was selling virtual items in January 1995.

http://groups.google.com/group/rec.games.mud.diku/msg/dbff4636ff3dd6b5?&hl=en

There are plenty more. Muds have been selling virtual items long before IRE existed.

Not one of those were selling items, they were giving items in return for donations(which in theory you could donate and they wouldn't give you anything). None of them were built around the concept either, where IRE's games were.


Many muds called these transations "donations" in an attempt to get around the non-profit clauses of their licenses, but they were very clearly sales - sometimes even offering specific items in exchange for specific amounts of money (item X for $20, item Y for $25, item Z for $50). Some of these muds have said they couldn't continue operating if they didn't sell items, while others have become fully commercial games which are the primary source of income for their owners, so obviously they ARE built around the concept, even if they didn't necessarily start out with that intention. Either way, it is clear that IRE did not "pioneer the pay-for-virtual-items trend". That trend was already firmly established long before IRE joined the scene.


[edit] Persistent Realms LLC

I am removing links to Persistent Realms LLC on this article. It doesn't seem to be affiliated with Iron Realms Entertainment (the only relationship between the two seems to be client-vendor) and links such as this should go into an article describing the company it's about. I have replaced the links to Persistent Realms web site with redlinks for anyone who wants to create such an article. 68.226.61.4 02:03, 27 April 2006 (UTC)

I have posted a bit of basic information under the page you created, hopefully that will stop any link spam.

To clarify our relationship, it is mainly one of client-vendor. --PR Baram 05:08, 29 April 2006 (UTC)


[edit] Opinion-driven Comments

There are a lot of heavily opinion-based comments on this page about the company's revenue model. If they're still in business then it's obvious some people agree with how the company makes its money. I don't think unsubtantiated judgements on the business model should be included in the entry.

[edit] CEO

I don't see how the CEO should have his own article. For example, Luca Pancallo (PlaneShift MMORPG founder) had his own article deleted. You gotta be notable, like John Romero, to merit your own article. Leave the CEO in Iron Realms Entertainment. Tuxide 05:28, 27 October 2006 (UTC)